This is a bit of a skewed comparison. The shrieker is 10/4 for 8
, which is quite good. Some might even call it OP. The graboid turns INTO a shrieker for 3
and 1
, but with a tempo down and the obvious problem of another element. (If graboid cost 5
, with mark of
one would be cruising of course.) Still there are many complaints about the graboid anyway, but if you made the evolved form of graboid 8/4 or 8/3, it's a pretty big nerf. 9 is not possible, since it burrows. Here the actual shrieker would still exist in the game as 10/4.
The actual problem is our stone/basalt dragon. This is a totally fine unit as an endgame hitter. I've heard people talking about making some type of earth stall. (Rewind/BB/diamond shield or something.) Now, then you save up some quantas, cast a few stone skins, and lay the dragons out. It is totally possible and there is nothing against 2 or 3 dragons in an earth deck, unless if you are talking a pure rush. You don't overcome the blistering attack of graboid/antlion/golem, and now even the shrieker looks useless. You could have 2 shriekers in your hand while an army of small units had already killed the opponent.
The problem is a pure rush is so popular and the 4! other attackers are just so good. That brings us back to the ''redundancy'' argumentation, which is, IMHO, not objective a reason for a buff. People will naturally pick the high attack units with the lowest possible defence. This is because the game is so fast. Better would be to balance the game, so we see more uses for high defence and people will vary the play more.
AHUM
To prove my point, I have built a stallers deck with 6 dragons, a few shields, granite skin and 13 pillars. Best is to pair with quicksand and rewinds, but quicksand and the pulvy is playable.
TANKS AI5 almost always, often at 200/300 HP. You do not even have to play the first 10 turns